From baf24b4503b66f38ad5864595e07009f97565ab6 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Tue, 16 Mar 2021 17:58:51 -0700 Subject: [PATCH] Disable debug collision shapes in the editor If the editor was started with --debug-collisions, 3d shapes were displayed twice, both with the gizmo and debug shapes. Some shapes could also persist after being removed due to the usage of queue_free() to destroy the debug shapes. --- scene/3d/collision_object.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp index 95ded40e902..f8c8e1eb1de 100644 --- a/scene/3d/collision_object.cpp +++ b/scene/3d/collision_object.cpp @@ -30,6 +30,7 @@ #include "collision_object.h" +#include "core/engine.h" #include "mesh_instance.h" #include "scene/scene_string_names.h" #include "servers/physics_server.h" @@ -143,7 +144,7 @@ void CollisionObject::_update_debug_shapes() { } void CollisionObject::_update_shape_data(uint32_t p_owner) { - if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + if (is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint()) { if (debug_shapes_to_update.empty()) { call_deferred("_update_debug_shapes"); }